Visual Effects
Visual effects works done during the 1-year Visual Effects & Animation Diploma at 3dsense Media School.
Canon Fire Shot
A large futuristic cannon slowly taking aim towards the sky and firing.
● A very straightforward shot with only one simulated element (muzzle flash).
● Assets were kitbashed together in maya with the exception of the cannon barrel.
● The barrel was modeled in Houdini and textured in Substance Painter.
● Rendered out in Karma render inside Houdini.
● Comped inside Nuke
(software used: Maya, Houdini, Substance Painter, Nuke)
WIP renders of cannon
Canon Fire Shot Breakdown
Crash Shot
A shot of a large ship crashing into a body of water
● The shot was separated into background and core elements during the breakdown.
● Most of the elements in the background were kitbashed except the ground and railings which were modeled in Houdini.
● The ship was fractured in stages followed by the pyro simulations in the ship.
● The body of water is a displaced grid and the flip simulation is sourced from Houdini’s pyro burst source for a more defined splash shape.
● Rendered out in Karma. Flip simulation was rendered an additional time in Mantra for layering in Nuke.
(software used: Houdini, Nuke)
Crash Shot Breakdown
Explosion
A live action shot of a building with a simulated explosion composited in.
● Matchmoving was done in Nuke.
● RBD and explosion was simulated in Houdini.
● A shadow mask, glow mask and reflection mask were rendered out for compositing.
● Rendered out in Mantra
● Comped in Nuke.
(software used: Houdini, Nuke)
Explosion Breakdown
Tsunami
A shot with a large tsunami crashing into a city
● Shot was broken up into various elements like hard surfaces, water body, splashes and misting.
● Buildings were copied to points that were scattered on a grid for efficiency instead of manually placing down buildings to populate a city.
● The large body of water was a simulation using a wave shape as its boundary flow, split into 3 layers for optimization.
● Displacement was then applied in render.
● The splashes were simulated using a moving object as its origin.
● The misting was done with a pyro system.
● Masks were rendered out for compositing purposes, for when the body of water collides with the building, to make the area of collision brighter.
● Rendered in Mantra.
● Roto was done in Nuke to blend the splashes with the body of water.
(software used: Houdini, Nuke)
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